A Not So Modest Proposal Regarding Buildings, Resources and Units

@Praetyre

1. Tweaked Warehouse, Winter Chalet, Candy Shop, Ice Cream Parlor and Zoo.

2. Utility Fog is in the core so you will need to change it.

3. Weather Station is in the core but please chnage it to Broadcast Tower OR OR Communications Tower OR Network Node.

4. Winery was already fixed.

5. Wonka Confectionaries Shop is in the core. However can you please change it to req Candy Shop instead?

6. Workhouse is in the core so please change it to Wood OR Prime Timber OR Bricks.

Yay! looks like I got through them all! Of course there are some I set aside or rejected, but overall there has been much improvement. So thank you for doing this.
 
Can YOu tweak two buildings

1
Online university
gives + 5% :science: +5% :culture: in each city
should give only in one city (Now i have 100 cities and have 500% science bonus in each city)

2
Info Net
gives 25% :science: bonus
It comes at teanshuman when we have a lot of buildings that give :science: so 25% is too big bonus
should be
+10% :science: bonus

In C2C we have also problem with early huge cities.
In my current game (now v26 after patch) I am in 265 AD and my capital:

3
Thebes
- 170 city size
- produce above 1200 :food:/turn

One of source of this problem is:

Megafarm - corporate agriculture civic building
- now gives +50% :food:
i recommend to cut it to 25% max.
 
In C2C we have also problem with early huge cities.
In my current game (now v26 after patch) I am in 265 AD and my capital:

3
Thebes
- 170 city size
- produce above 1200 :food:/turn

One of source of this problem is:

Megafarm - corporate agriculture civic building
- now gives +50% :food:
i recommend to cut it to 25% max.

What era are you in? 170 size cities sound reasonable for somewhere in the Transhuman era to me, but if they are earlier then I agree, it needs to be looked at.
 
Iam in transhuman from aprox. 200 AD (monarch snail)
Biggest problem is Online University it must be tweak.
 
@bill
Online university is not resonable because thanks to it i have 550 000 :science: per turn and i discover aprox 2 techs per turn. It is not resonable and it is not balanced.

@ls612
Snail gamespeed
 
@bill
Online university is not resonable because thanks to it i have 550 000 :science: per turn and i discover aprox 2 techs per turn. It is not resonable and it is not balanced.

I suspect that it was intended to only be for the city it's in. ;) I'll see if Hydro can fix it.
 
@DH
What do you mean? This is irony?
 
No in my last game, I built trading post in my second build queue for cities. Now I am producing excess money much earlier, I have nothing to build in my cities 4 main other than settlers since everything has been built and I have over 25 cities in the middle ages. My armies have removed all opposition on the continent and my navies patrol and protect my known world. Life is good and getting better. ;) I have contact with some AI's but can't get to them yet. I need to build a city and get its culture up so I can get across that bit of ocean.
 
My personal opinion is

1 unit support costs are only cosmetic.
2 unit support cost should be much higher

In my latest game i lose 60 000 :gold: turn because inflation and only
1000 to unit support cost. It is so unrealistic.

We can make a pool hwo even notice that units suport cost money. Who takes this factor serious in his strategy.

Units cost are so small that everybody ignore them. So why in real world landing ships are so expensive that only few countries have them?
Why in medieval full armor was so expensive that only noble born can have it (full plate armor costed few vilages)?
 
My personal opinion is

1 unit support costs are only cosmetic.
2 unit support cost should be much higher

In my latest game i lose 60 000 :gold: turn because inflation and only
1000 to unit support cost. It is so unrealistic.

We can make a pool hwo even notice that units suport cost money. Who takes this factor serious in his strategy.

Units cost are so small that everybody ignore them. So why in real world landing ships are so expensive that only few countries have them?

Do the effects of iExtracost get displayed with Unit support? because in the TH era every unit costs 5 to 20 extra :gold: per turn.
 
@ls

I am not talking about info display. This extra cost should start much earlier.
True is simple - weak units are cheap But well armored good trained should cost a lot of money
 
My personal opinion is

1 unit support costs are only cosmetic.
2 unit support cost should be much higher

In my latest game i lose 60 000 :gold: turn because inflation and only
1000 to unit support cost. It is so unrealistic.

We can make a pool hwo even notice that units suport cost money. Who takes this factor serious in his strategy.

Units cost are so small that everybody ignore them. So why in real world landing ships are so expensive that only few countries have them?
Why in medieval full armor was so expensive that only noble born can have it (full plate armor costed few vilages)?

Is this with the latest SVN (or at least with V26)? If so can you post a screenshot of your financial advisor (and also of the hover text for the inflation element itself)
 
My opinion

Now it is time to remove old buildings before we start add new

@Praetyre
Post ypur list of buildings that shoukd be deleted but remember about DH idea (rename and tweak for mine buildings)

Remove negative :science: effects from buildings please. Science is most important factor in game. But buildings like vacation resort, cruise ship port gives negative :science: so I (and i think Joseph II also ;) ) hate them and avoid as hell. Situation is very annoying because they still showing in productian pop up as recommended. I understand every other negative effects but not this one.
 
So, would now be a good time to review the buildings I've added to my list and the ones we didn't fully cover (like housing, for instance)?

You can go over the newer buildings we have not reviewed yet, first. Then we can go over all the set aside skipped or ones from the first A to Z as well as any ones we go over this 2nd time around.

@Praetyre
Post ypur list of buildings that shoukd be deleted but remember about DH idea (rename and tweak for mine buildings)

I don't think any of the buildings were getting deleted. Only changing their requirements. If anything we were adding new buildings to help facility the ideas such as the Computer Factory was added so we could have a Computer resource.
 
@hydro

I thinked about old "resource" buildings like farms not a new buildings from Praetyre list.
 
You mean vicinity buildings? What's wrong with them? Those have been part of C2C before it was C2C and even before the "Goods" system came and went. Having say a Copper Mine improvement on a plot and buildings a Copper Mine building in a city is how its suppose to be.

In fact some special combos of city vicinity buildings can be unlocked if you have the right 2 resources nearby such as ...

- Apples + Potatoes = Tomato Farm
- Apples + Lemons = Orange Orchard
- Rubies + Salt = Garnet Mine
- Spices + Rice = Ginger Farm
- Elephants + Deer = Giraffe Hunter's Camp
- Clams + Pearls = Squid Nets

The list goes on and on. All of these make each city slightly different depending upon which combination of resources is near your city. They are what help make every C2C game different!

As for DH's idea I think he was supplementing it. Except this time for metals. Like how horses can make National Horse Breeders, importing metals could make national foundries that could help make various types of metal ingots.

This way you can have both city vicinity buildings and imported resources.

Note that even in his system there would be some metals that are not included because they lack resources. Such as a Zinc Mine is Copper + Silver but there is no Zinc resource.
 
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